Cure Formula

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The amount of HP recovered by Cure and Blue Magic healing spells are calculated based on the caster's MND, VIT and Healing Magic skill before being modified by potency percentage, elemental day and weather bonuses. Single Target Cure Spells recently had their formula re-vamped, though AoE versions and Blue Magic versions were left unchanged. For simplicity, the purpose of the terms will be explained and then the specific formulas will be given in each section:

  • Power is the component of the spell related to your stats
  • Base is the base component of the cure spell without equipment or weather

  • Final = floor(floor(floor((Base + JP + Raetic) × Cure Potency Equip) × Cure Received Equip) × Daywx)
    • This is the actual amount of HP healed when the spell is cast, and it is the same for both categories of healing spells.

Where:

  • MND is your total Mind including gear
  • VIT is your total Vitality including gear
  • Skill is your Healing Magic skill including gear
  • Rate is a modifier specific to each Cure spell
  • Const is a general constant applied to each Cure
  • JP is the somewhat poorly named Cure Potency from Job Points and Gifts (such as Afflatus Solace Effect for WHM)
  • Raetic is the "Cure" +50 stat on the Raetic Rod +1
  • Equip is the Cure Potency bonus received from equipment
    • Cure potency (casted) bonuses cap at 50% total.
      • Cure potency II (casted) bonuses are additive with regular Cure potency and cap at 30% total.
    • Cure potency received bonuses cap at 30% total.
    • The casted and received bonuses are multiplied with each other to yield the final equipment multiplier (2.34x maximum)
  • Daywx is the weather and elemental day bonus/penalty
    • Note that day/weather bonuses are additive
    • Day = 0.1; Single Weather = 0.1; Double Weather = 0.25; This terms is capped at 0.35 and cannot be enhanced beyond that with equipment.
  • floor() rounds down the enclosed value



Single Target Cure Spells

Each cure spell has "soft caps" at which the value of Rate and Const change. This has the effect of dramatically clamping down on the affect that adding additional "Power" (MND, VIT, or Healing Magic skill) has on the spell. Note that on some cure spells, notably Cure V, this clamping is less pronounced. Additionally, every cure spell has a minimum cap that it will not go below regardless of the caster's stats.

Power = floor(MND÷2) + floor(VIT÷4) + Healing Magic Skill
Base = floor( (Power - Power Floor) ÷ Rate ) + HP Floor
Spell Power Floor Rate HP Floor
Cure 0 4 10
20 1.33 15
40 8.5 30
125 15 40
200 20 45
600 Hard Cap: 65
Cure II 40 1 60
70 5.5 90
125 7.5 100
200 10 110
400 20 130
700 Hard Cap: 145
Cure III 70 2.2 130
125 1.15 155
200 2.5 220
300 5 260
700 Hard Cap: 340
Cure IV 70 1 270
200 2 400
300 1.43 450
400 2.5 520
700 Hard Cap: 640
Cure V 80 0.7 450
150 1.25 550
190 1.84 582
260 2 620
300 2.5 640
500 3.33 720
700 Hard Cap: 780
Cure VI 90 1.5 600
210 0.9 680
300 1.43 780
400 2.5 850
500 1.67 890
700 Hard Cap: 1010


General Notes

Multiple Target Cure Spells and Blue Magic

Each of these spells also has two different "soft caps" at which the value of Rate and Const change. This has the effect of dramatically clamping down on the effect that adding additional MND or Healing Magic skill has on the spell. Note that on some cure spells, notably Cure V, this clamping is less pronounced. Additionally, every cure spell has a minimum cap that it will not go below regardless of the caster's stats.

Power = 3×MND + VIT + 3×floor( Healing Magic Skill÷5 )
Base = (floor( Power÷2)÷Rate) + Const
Spell Soft Cap Rate Const Min Cap
Curaga   1 20 60
75 2 47.5
90 35.66 87.62
Curaga II   1 70 130
160 2 115
190 15.66 180.43
Curaga III   0.6666 165 270
330 2 275
390 6.5 354.66
Curaga IV   0.6666 330 450
570 1 410
690 2.833 591.2
Curaga V   1 570 <835 Question
780 1.278 655
Spell Soft Cap Rate Const Min Cap
Pollen   1 -6 14
24 2 9
34 57 33.125
Healing Breeze   0.6666 -45 60
120 2 65
180 6.5 144.66
Wild Carrot   1 60 120
150 2 105
180 15.66 170.43
Magic Fruit   0.6666 130 250
320 1 210
560 2.833 391.2
Exuviation   1 40 60
70 2 55
80 57 79.125
Plenilune Embrace   0.6666 230 350
320 1 310
560 2.833 491.2

General Notes

  • Based on the tables, Blue Magic healing spells turn out to be the most MP efficient spells in FFXI.
  • Divine Seal doubles the final result.
  • One MND is equivalent to three VIT or five Healing Magic Skill for these spells.
    • As a consequence, additional Healing Magic skill only contributes to cures on values divisible by 5 (e.g. adding 1 skill to 199 is just as effective as adding 5 skill).

Further Information